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The King of Fighters 2002 UM/Jhun Hoon
Normals
Close
- cl.A/B/C are cancellable
- cl.B chains into itself and cl.A
- cl.D's hitbox is quite high and will whiff on small characters like Bao, Chin and Choi
Stand
- none of Jhun's stand normals are special or command move cancellable
- s.A is whiff cancellable into specials and command normals
- s.D has a very far range and moves Jhun slightly closer to the opponent
- Jhun's stand normals all have decently far reaching horizontal hitboxes for poking
- Jhun s.A works as a preemptive anti-hop tool
Crouching
- cr.A/B/C are cancellable
- cr.B chains into itself, cr.A, cl.A and s.B
- cr.D has good range for a sweep and decent startup
- you can do an interesting trick by throwing out a cr.A and simultaneously entering the command for either A or B stance thus making a mini blockstring into a stance mixup
Jumping
- j.A is a horizontal strike during a neutral, hop or hyper hop, but during normal jump and super jump it takes on a downward angle that can crossup
- j.B has a very acute vertical angle that would be a matchup based air to air
- j.C has two neutral versions: at hop height Jhun does his flip kick and at normal height he does an angled kick. The hop height version controls aerial space really well
- j.C in its forward and backward varieties is his flip kick version
- j.D has two neutral versions at hop height it is a downward angled kick and at normal height it is an angled kick roughly the same space as his normal j.C
- j.D has crossup properties that are hard to land on smaller characters
Blowback
- Jhun's blowback will whiff on crouching shorter & some medium characters like Chin, Leona, Vice, Bao, Angel and others, but not on similar characters such as Vanessa
- j.CD has great horizontal hitbox
Throws
Handougeki - (close, b/f + C)
- causes soft knockdown
Kai Senpuu - (close, b/f + D)
- causes hard knockdown
- throws the opponent all the way to the opposite corner
Command Moves
Soshuu Geki - (f + A, Hold for Soshuu Stance)
- Jhun send out a far reaching kick that when held puts him in a stance
- hits mid
- can combo into it and from it, though it will usually put Jhun out of range to hit
- has some frames of stance recovery even if not held
Ryouko Geki - (f + B, Hold for Ryouko Stance)
- Jhun strikes out a kick, turns his back to the screen and into a stance
- hits mid
- can combo into it, but not from it
- has some frames of stance recovery even if not held
Ryuurou Shuu - (d + B, in the air)
- Jhun lands a downward stomp on the opponents head
- Jhun will jump back 1/3 of the screen after landing the hit or if the opponent blocks
- must be blocked high so a useful tool for crouching opponents
- can cancel his air super from the hit
- it has interesting crossup quality in that if hits as a crossup it doesn't bounce Jhun away, but keeps him right next to the opponent
Stances
- note: you cannot throw, block, crouch or jump as normal in either stance and if you get hit it will knock you out of the stance. If you get hit in a stance it counts as a counter. Also Jhun adopts a hop-style dash when in stance.
Soshuu Stance - (d, d + A, hold down to maintain stance)
┗ Shuusou Kyaku Joudan - (u + C)
- Jhun swings an axe of a leg down on the opponent.
- hits mid
- can combo into Soshuu stance D for a hard knockdown and normal stance f+B
- if you drop the stance during the move you can combo into quick normal stance normals
- if you land it against an aerial opponent it causes a hard knockdown
- it is slightly plus on block
┗ Shuusou Kyaku Gedan - (C)
- Jhun slashes out in front of himself with a quick kick
- hits mid
- can combo into Soshuu stance D for a hard knockdown
- good as a pressure tool to then switch stance and go for a mixup
- it is plus on block
┗ Taikyoku Ha - (D)
- Jhun shoots his leg straight out stomping the opponent's midriff.
- causes hard knockdown
- relatively slow move, but causes a guard crash on block
- can be comboed into to secure a hard knockdown
┗ Kirikae Kougeki - (B and hold for Ryouko Stance)
- Jhun quickly flips to his Ryouko stance
- this allows fast toggling between his two stances so you can utilize the move desired, such as his Evade move
- you can seamlessly move between the stance indefinitely
┗ Kirikae Dousa - (b/f+B and hold B for Ryouko stance)
- Jhun whips out a little side kick that is an effective poke at long range and deception tool
- hits mid
- can't combo into anything
- the meat of this tool is that it provides block stun to move into Ryouko stance and keep the opponent guessing from there
Ryouko Stance - (d, d + B hold to maintain stance)
┗ Hiko Geki - (u + C)
- Jhun hops at the opponent crashing down with a wheel kick
- hits overhead
- causes hard knockdown to grounded or aerial opponents
- very negative on block
┗ Mouko Geki - (C)
- Jhun sends out a low kick that slams the opponent into the air
- hits low
- causes soft knockdown
- puts the opponent into a juggle state where you can follow up
- is super cancellable
- negative on block, but can be mitigated by being at max range
┗ Shuuko Geki - (d +C)
- Jhun slides at the opponent with a heavy kick
- hits low and is rather fast
- negative on block, less so if properly spaced
- can be timed to go under some projectiles like King's
- super cancellable
- another mixup and pressure tool for Jhun's odd arsenal
┗ Taikyoku Hi - (D)
- Jhun step out of the way of harm with this evade
- will evade normals, projectile and some supers if timed correctly
- absolutely crucial to being able to use Jhun in his two stances as outside of backdash it is his only defensive option-
┗ Kirikae Kougeki - (A, hold for Soshuu Stance)
- allows for quick switching to Soshuu stance
- this gives Jhun the ability to have a quicker and largely safer attack in Soshuu
- you can switch indefinitely or hold A to stay within Soshuu
┗ Kirikae Dousa - (b/f+A, hold for Soshuu Stance)
- Jhun stomps on the opponents knees and flips backward slightly
- hits overhead
- puts Jhun just within distance for his normal stance sweep
- good way to back off and switch stances to differ your angle of attack
- negative on block like all of Jhun's Ryouko moves.
Special Moves
Mangetsu Zan - (qcb + B/D hold B for Ryouko Stance during B version)
- Jhun flys forward in a flurry of acrobatic taekwondo
- B version goes only a short distance and hits 5 times in full
- B version can switch Jhun into Ryouko stance by holding B
- D version goes covers half screen and hits 6 times in full
- D version does significant guard damage on block
- both versions are negative on block
- can be cancelled into, but will not combo unless you land a counter hit
Haiki Jin - (qcb + P, hold A to Soshuu Stance)
- Jhun spins in place creating energy around himself
- hits mid
- the A version can switch Jhun into Soshuu stance if A is held during the move
- both versions of this move are plus on block
- both versions of this move allow for full combos on hit and even his grounded qcf+K super
- great pressure move, would work as frame trap to timid opponents
Kuu Sajin - (charge down briefly, then up + P hold A to Soshuu Stance during A version)
- Jhun jumps straight up slashing at the opponent with kicks
- hits mid
- A version goes a shorter distance and hits 2 times
- A version works as Jhun's natural reversal option
- A version whiffs on crouching opponents
- C version carry Jhun half screen and hits 3 times
- you can hide the down charge when you are in a stance, release the stance and press up if an opponent is jumping in.
- C version is super cancellable
Desperation Moves
Hou'ou resou Kyaku - (qcf x 2 + B/D)
- Jhun goes ham with a series of slashing kicks
- hits mid
- causes soft knockdown on hit
- Jhun's damaging combo ender
Hou'ou Tenbu Kyaku - (qcf x 2 + B/D in the air)
- Jhun stomps down on the opponent unleashing leg fury
- hits mid
- causes soft knockdown
- can combo into this from his Kuusa Jin move
- cause it hits mid it really only belongs as combo ender/ punishing move
Super Desperation Moves
Hou'ou resou Kyaku - (qcf x 2 + BD)
- EX version of Jhun's Kyaku super
- more hits and more damage that
Hidden Super Desperation Moves
Zankou Haik Geki - (qcb x 2 + AC)
- Jhun taunts the opponent and creates a ring of energy around him
- if the ring of energy hits it allows form Jhun to land a full combo or enough to switch into a stance
- if the player decides uses it away from the opponent Jhun will create the ring of energy and it will stay on the stage for 6 full seconds. Jhun can leave and reenter the ring during this time.
- If the opponent jumps in on this ring it causes 4 hits and a soft knockdown. This creates interesting protection for Jhun to fight from as he is essentially protect from any low.
Combos
Midscreen:
1. crouch B, crouch A, f+B
2. close C, f+A, qcfx2+K
Can't be done reliably (at all?) if started from a jump attack
3. B stance C, B stance u+C
4. crouch B, crouch A, f+B, BC, far D, qcfx2+K/BD
Note that if you start this combo from a jump attack, you should remove the crouch B or you'll be out of range.
Corner:
1. (qcb+A), A stance C, A stance u+C, A stance D or f+B
2. crouch B, crouch A, charge down up+C(2), (S)qcfx2+K
Omit the crouch B if you're starting this combo from a jump attack
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